>>717295883 (OP)The issue is not with the inputs*, but with the rules.
The massive hurdles come with concepts regarding the why: nebulous attack properties, arbitrary conditions and allowances that the layman would not pick up on even if you explained it to them.
Why can't I cancel this into that? Why can crouch kick cancel into specials, but not stand kick?
Why does this normal cause "limited juggle state" but said state only actually accepts this special to follow up with?
Why can't I just hit the guy after my other moves that pop him up into the air?
Why do so many of my normals seem to be pointless fluff?
Why do most specials and their varying strengths (especially EX) seem to have no purpose except as part of combos?
So many "no not like that" rules that come off a intentionally inconsistent, so many moves that feel like they serve no purpose, and that rigid inconsistency is extremely off-putting.
Dragon Ball FighterZ was a big hit and lasted really long for a fighting game not just because it was Dragon Ball... but because it had the most no-bullshit, easy to understand structure for attack properties and combos. And that's despite it being a hectic tag fighter. By far, one of the most palatable combo systems is the simple Beat system of DBFZ, where lights flow into heavies with few to no exceptions, you can juggle the opponent with anything before they hit the ground, virtually every normal and special served a purpose, a combo allowed one bounce, smash, sliding knockdown... even the lowest ranks could intuit the basics of the combo system because it had little to no bullshit conditional rules. It was freeform, short simple combos put out reasonable damage so you didn't need to sweat about combos either.
*I would prefer this age of input simplification to go with sticking to quarter circles over the recent trend of special buttons (those special buttons often come with the cumbersome workaround of needing to press Special+Normal+Direction).